HEROES ATLAS
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Olden Era · 10 PLANS

Battle plans · Olden Era

Concrete situations from the first expedition to sieges. Each plan connects the starting position, a decision sequence and a condition that may invalidate the plan.

Olden Era early-access rules from the cited tables, checked on 21 October 2026. Updates can change prices and effects.

VISUAL TACTICS

Long Reach needs the right distance

Herbomancer has Long Reach. One empty cell between it and the target enables a different attack from direct adjacent contact.

Friendly armyOpponentHerbomancerLong Reach · gap at B3Swordsman

Herbomancer on A3 attacks Swordsman on C3 across empty B3. This is Long Reach at a distance of two hex steps, rather than an adjacent hit. The example assumes an eligible target without further exceptions.

Explore six Olden Era situations →

A schematic excerpt rather than the whole battlefield. Portraits and icons are original game files with separate rights and sources. Coordinates, areas, Focus panels and tactical explanations are original editorial diagrams.

10

Adventure movement

Stables, scouting and spell selection on one route

Starting situation

The main objective lies beyond unexplored terrain. Detours lead to Stables, a World Mirror or a magic-school shrine.

Decision sequence

  1. The cited Stables rule restores 20% of maximum movement and adds 20% movement until week-end. Compare the detour with the usable remainder of the week.
  2. World Mirror reveals a ten-tile radius around each World Mirror on the map. Use the information to choose the next safe objective.
  3. At a shrine, choose one of three offered spells for the immediate problem and the hero’s conditions. Visiting does not guarantee an ideal random offer.

How to choose

A detour is worthwhile when movement saved, information or a spell changes an objective reachable in time. Otherwise the short direct route may remain better.

When to reassess

Week-end and next-battle bonuses expire under different conditions. Reassess timing after a day change or an intervening fight.

Opening and composition

Classic: the first route should fund the next strength increase

Starting situation

At the start of Classic, you are choosing between pickups, a guarded mine and a longer reward detour.

Decision sequence

  1. Choose a reachable fight after which the army can continue. Count the surviving force, not only the win.
  2. Assign the reward to a specific next recruitment, building or important spell.
  3. Include movement and map buffs early. Do not spend a next-battle reward on an easier guard without a reason.

How to choose

A strong opening creates another safely accessible objective and funding. It is not a universal order of the same eight buildings on every map.

When to reassess

Single Hero and Arena use different conditions. This economy plan is specifically for Classic.

Neutral fights

Splitting shooters: more Focus, different hit strength

Starting situation

You have a ranged stack, free army slots and an ability you want to activate early.

Decision sequence

  1. A baseline ranged strike generates 1 Focus Point without multiplying by stack size. More independent hits can bring the first charge sooner.
  2. Compare that benefit with reduced concentrated damage and the risk of small stacks being easily removed.
  3. Identify the ability that will use the gained charge before the important enemy action.

How to choose

Splitting is useful through the ability it enables in time, not merely through filling the meter faster.

When to reassess

Skills, equipment and faction can modify baseline gain or capacity. Check the actual build.

Magic and resources

Six points: which hit unlocks the ability

Starting situation

You are partway to the first charge needed for an ability, with both melee and ranged actions coming up.

Decision sequence

  1. Baseline melee strikes add 2 points, ranged or Long Reach strikes 1, taking a hit 1 and your own retaliation 0.
  2. Track the exact hit that reaches six points. Schedule the ability only after that hit actually occurs.
  3. Do not automatically spend the charge on the hero if a key creature needs it in the same sequence.

How to choose

Focus is a shared ability-timing budget. The order of earning and spending matters more than the whole-battle total.

When to reassess

The Focus tool models the unmodified baseline. The base cap is three charges; Grove can increase capacity.

Neutral fights

Shooting: shorter range versus safety

Starting situation

A shooter can remain distant or move closer for a stronger shot, potentially exposing itself to melee contact.

Decision sequence

  1. Baseline ranged damage loses 10% per extra hex beyond three, capped at a 50% reduction. Check creature exceptions.
  2. Compare the damage gain with whether the enemy can engage and block shooting after the move.
  3. Coordinate the approach with screening and target timing. One stronger shot may not replace two future shots lost.

How to choose

A safe penalized shot can be worth more than a strong shot followed by losing the main ranged stack.

When to reassess

Long Reach is not ordinary ranged fire. Assess its reach and retaliation rule separately.

Neutral fights

Long Reach: preserve a useful gap

Starting situation

A creature can use Long Reach without normal melee retaliation, but the enemy can move closer.

Decision sequence

  1. Check the particular alternative attack’s legal range. The name does not mean unlimited shooting across the battlefield.
  2. Preserve the position through screening and movement timing. The enemy’s next action may close the safe gap.
  3. Compare the benefit with any alternative-attack damage change and Focus cost.

How to choose

The advantage is a particular safe action at the right spacing, not permanent immunity to retaliation.

When to reassess

When ordinary melee becomes necessary, recheck the available attack type and response.

Magic and resources

Cooldown: mana alone does not permit repeating a spell

Starting situation

The plan requires the same control spell in consecutive rounds.

Decision sequence

  1. Baseline cooldown is spell tier plus one rounds, including the casting round. A baseline tier-1 spell cast in round 1 is not automatically available again in round 2.
  2. Prepare another response for the intervening round: a suitable different spell, screening or a creature ability.
  3. For Masterful versions and cooldown-changing skills, use the actual displayed result. The cited rule gives Masterful spells a cooldown of 1.

How to choose

A magic plan has two budgets: enough mana and spell availability in the required round. Both must work.

When to reassess

Thaumaturgy and specializations have their own conditions. An extra cast does not automatically ignore a just-used spell’s cooldown.

Construction and recruitment

Economy buildings and Laws: income is part of the gain

Starting situation

You are considering another main-building tier versus a dwelling or immediate recruitment.

Decision sequence

  1. For the main building, add missing prerequisites and the daily income difference rather than summing all tiers’ income.
  2. Include the economy choice actually unlocked and its relationship to Laws. The benefit need not be only immediate gold.
  3. Compare that with an army able to open new resources earlier. Future returns are uncertain if the town cannot be held until payback.

How to choose

The best order depends on the needed choice, map and battle deadline. Check prices and the available Law path against your version.

When to reassess

Olden Era does not automatically inherit a 4,000-gold Capitol or older games’ town incomes.

Opening and composition

Classic, Single Hero and Arena need different preparation

Starting situation

You found a strong build, but the advice does not identify its game mode.

Decision sequence

  1. First identify whether the plan needs multiple heroes, long-term economy or particular map development.
  2. When adapting it to another format, retain only abilities and combinations you can actually obtain there.
  3. Evaluate the combat force against the opponent’s available responses in that same format.

How to choose

A build is a sequence of reachable decisions. A strong final configuration is not enough if the mode does not let you reach it.

When to reassess

Mode and version must be stated before making universal claims about the best army.

Sieges

Siege: the first charge and a support route

Starting situation

Fortifications restrict movement. You want an ability to break the defense but lack its Focus at the start.

Decision sequence

  1. Plan the safe hits that earn the charge. Do not schedule the ability before the actions that fund it.
  2. Check support access and the enemy response after entry. Entering the defender’s space does not solve attacker isolation.
  3. Keep another response for the next round if the key spell is on cooldown or the ability spends all available Focus.

How to choose

Combine position, order and resources actually available. Each creature’s strongest isolated number is not an executable siege plan.

When to reassess

Fortifications and defense choices can differ by version and town. Inspect the actual defense before attacking.

Edition and scope

Olden Era early-access rules from the cited tables, checked on 21 October 2026. Updates can change prices and effects.

These editorial plans are based on the cited rules. They are not reports of personal playtesting or one army for every map.

Rule references